Probably the most underrated game at E3. Shame PC gaming doesn't get more love there.![]()
I upgraded from normal beta to premium beta last night while I couldn't sleep because I was freezing my balls off.
Messed around with it a bit with KB+M.
Not really a KB+M game I'd have to say is my first impression. Especially since the mouse cursor tracks off my main monitor and subsequently causes the game to lose focus.
But it's beta. Gonna try with gamepad and my Rift DK1 tonight.
Everyone is just looking more forward to SC than Elite it seems like.
https://twitter.com/DavidBraben/status/477220991764951040
Escapist awards Elite dangerous as best of E3 !
Good for the team, it got good media coverage at E3, will surely interest a lot more peoples to the game.
Everyone is just looking more forward to SC than Elite it seems like.
Probably the most underrated game at E3. Shame PC gaming doesn't get more love there.![]()
Everyone is just looking more forward to SC than Elite it seems like.
My DK2 cannot come soon enough... I might really jump at the Premium Beta for 150. I am just salivating for ths game.l,
I love how that station design in the trailer is so similar to the BBC Micro game:
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I love how that station design in the trailer is so similar to the BBC Micro game:
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Does this game play perfect with a 360 gamepad? I don't want to get a joystick setup
When will the EA get cheaper for this? (e.g. reach the next lower tier on the KS)
I hope it's soon, i don't know if I can resist when my DK2 arrives.
I haven't tested a 360 pad since I think it would require me to remove all of my bindings but I read that it works well enough. It doesn't have enough buttons to handle all of the useful functions but very few sticks do. Gotta play controller + keyboard.
When will the EA get cheaper for this? (e.g. reach the next lower tier on the KS)
I hope it's soon, i don't know if I can resist when my DK2 arrives.
How does silent running works? I try to put silent mode on, but as soon as I do something it goes off.
Any idea?
I choose not to choose!That was me before E3.
After watching the E3 demos, I'm now on team Elite.
Well... team both, I backed both, but I'm more excited for Elite now.
Enemy Starfighter belongs. It's the space based sequel to Uprising which was a perfectly cromulent future-tank sim.Shallow Space and Enemy Starfighter might actually be disqualified from the list.
was my exact reaction after watching it.It looks like Nexus...
Is it a new Nexus? Please be a new Nexus. Not like an actual Nexus cause that kickstarter failed, but you know Nexusy. Nexuslike. Tastes like Nexus. Like that.
Mouse/KB forever.You may want a HOTAS too. I know for certain that I shall pick up one soon.
Debating between x52 and x55. The only reasonably priced and well suported ones from what I can see.
When will the EA get cheaper for this? (e.g. reach the next lower tier on the KS)
I hope it's soon, i don't know if I can resist when my DK2 arrives.
Not supposed to happen. I admit i havent put much time into premium beta but i remember it didnt toggle off in alpha. Does it say rigged for silent running when you enable it? What makes it toggle off?
That sucks. I read up on it and it seems like some people are insisting that spacecraft in a vacuum should control like fighter planes in WW2."(No, seriously, if it controls anything like Freelancer did I'll be more than happy with mouse/kb)"
It doesn't control anything like Freelancer.
That sucks. I read up on it and it seems like some people are insisting that spacecraft in a vacuum should control like fighter planes in WW2.
I upgraded from normal beta to premium beta last night while I couldn't sleep because I was freezing my balls off.
Messed around with it a bit with KB+M.
Not really a KB+M game I'd have to say is my first impression. Especially since the mouse cursor tracks off my main monitor and subsequently causes the game to lose focus.
But it's beta. Gonna try with gamepad and my Rift DK1 tonight.
Highly recommended you at least get a joystick setup, even if it's just a stick with a small throttle notch (Extreme 3D Pro is about $30. Was able to find T.Flight HOTAS X for the same price too in Microcenter).Does this game play perfect with a 360 gamepad? I don't want to get a joystick setup
Space sims are not FPSs in space, and play nothing like turrent shooters a.k.a. Freelancer style. Also M+K pretty much killed PC gaming for me...until the recent resurgence of space sims made me hop back in again.That sucks. I read up on it and it seems like some people are insisting that spacecraft in a vacuum should control like fighter planes in WW2.
I don't see why "planes in space" is inherently more valid than "FPS in space".Space sims are not FPSs in space
Well, in this case, it is valid. Frontier: Elite II had planitary landing and take off, so it makes sense there are controls such as pitch, yaw, roll and throttle when there are atmospheric dogfights. (Elite: Dangerous have planned planetary landings as part of its expansions following in the heels of its predecessor.)I don't see why "planes in space" is inherently more valid than "FPS in space".
There is no reason at all for a spacecraft to control like a plane.
You can do that too with a HOTAS setup, in fact much more intuitively too. Better than trying to emulate each thruster with a clunky WASD, you have hat switches, an analog throttle, and analog control for both yaw, pitch, and roll (the last one being especially important when it comes to docking on space stations). Not to mention an F'ton of buttons to use as shortcuts for the different panels and commonly used macros (like landing gear, hardpoints, silent running, etc.).I can see the point when you are in an atmosphere, especially in a game like War Thunder. However, for space combat, I really like Star Citizen's approach (despite its current shortcomings). Simulate the physical effect of each thruster on your ship, and provide as good a mapping from any given control method to those thrusters as possible.
That's purely subjective."There is no reason at all for a spacecraft to control like a plane."
Fun. Something Freelancer lacked in its dogfights.
As I said, the space sim genre is not an FPS in space...unless they explicitly put on foot shooter segments in it."There is no reason at all for a spacecraft to control like a plane."
Fun.
Not in this case. Space sims have a certain appeal and ]feel to them. To boil them back into just another FPS-like mechanic would kill that appeal, and make it less, if no longer fun.That's purely subjective.
It is possible to map every single thruster to your keyboard if you prefer to do so, but again, using your mouse to turn might get you in a bit of disadvantage, as joysticks input a direct movement as opposed to a relative response to where you point your cursor.This approach should make the game playable with whatever input method you chose, as well as that input method supports. And since it's all based on the physical properties of the thrusters and each ship, it also levels the playing field.
It's not at all "another FPS" just because you don't put aerodynamics in a vacuum. You have inertia, and even more importantly you still have a true 3-dimensional space. It's completely different.Not in this case. Space sims have a certain appeal and ]feel to them. To boil them back into just another FPS-like mechanic would kill that appeal, and make it less, if no longer fun.
I understand the notion. The problem is being able to aim your ship where you want to all the time despite your motion and inertia. Without the concept of "struggling" to point your ship in the right direction and and fire would turn the game into a turrent shooter based affair. Imagine if you can just strafe away at all your targets and can just suddenly change direction when needed too: It would kill half the fun of what makes a space sim a space sim (which is essentially flying a plane and dogfighting in space). Even with the lack of aerodynamics, you still have to struggle with momentum, and even with fly-by-wire in place it shouldn't be that easy.I simply don't like the idea that a spaceship handles like a plane (or a "tin can" as you put it). Sure, it shouldn't turn immediately -- there is such a thing as inertia -- but e.g. your current velocity vector should be immaterial to your ability to turn in any direction. There's no aerodynamics involved.
It's not at all "another FPS" just because you don't put aerodynamics in a vacuum. You have inertia, and even more importantly you still have a true 3-dimensional space. It's completely different.
I understand the notion. The problem is being able to aim your ship where you want to all the time despite your motion and inertia. Without the concept of "struggling" to point your ship in the right direction and and fire would turn the game into a turrent shooter based affair. It would kill half the fun of what makes a space sim a space sim (which is essentially flying a plane and dogfighting in space).
I simply don't like the idea that a spaceship handles like a plane (or a "tin can" as you put it). Sure, it shouldn't turn immediately -- there is such a thing as inertia -- but e.g. your current velocity vector should be immaterial to your ability to turn in any direction. There's no aerodynamics involved.
I can see the point when you are in an atmosphere, especially in a game like War Thunder. However, for space combat, I really like Star Citizen's approach (despite its current shortcomings). Simulate the physical effect of each thruster on your ship, and provide as good a mapping from any given control method to those thrusters as possible.
Everyone is just looking more forward to SC than Elite it seems like.
Freespace 2 perhaps. But with I-War you had to struggle with Newtonian physics, and mapping overriding thrusters helped alot during those sugements where you needed to dogfight.Uh?
All the space sims I played, like Freespace 2 or Iwar2, handled like that. There was no struggle to point the ship where I wanted.
Freespace 2 perhaps. But with I-War you had to struggle with Newtonian physics
That's what I meant. You had to struggle with the physics. Tunring shouldn't be like an FPS too i.e. it shouldn't be instantaneous.From what i remember, you had to struggle to turn the direction of the ship as the speed of the ship in one direction wouldn't magically disappear (inertia), but not problems in turning the ship itself.